Why not simply edit your post?

Done so. It felt less confusing for me, but on reflection it would probably just waste server space.
Deleted my previous post. So, letting everyone know. The map is now on version 6, if you see something wrong, feel free to point it out.

Okay. Map version 6.

EDIT:Oh, BTW that conspicuous golden square next to the bazaar is that tavern we stole from beneath Storm's End, figured they'd get the best business by being right outside the bazaar.

EDIT2: Also, never thought about this before, is the city watch headquartered in one of the buildings I've made next to city hall? Or is it somewhere else in the city?
 
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[X] Plan Devil Pruning
-[X] Cast a Searing, Agonizing Firebrand as a Swift Action, targeting as many Steel Devils as possible.
--[X] Then use an 8th level spell slot and Robes of Mysterious Conjuration to Summon 1d3 Huge Earth Elementals, directing them to use Awesome Blow to attack any Devils which attempt to come through the ship's hatches. If more than one is Summoned, direct the additional Elementals to attack stray Devils.
 
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[X] Plan Devil Pruning
-[X] Cast a Searing, Agonizing Firebrand as a Swift Action, using at least two Firebrand explosions per group of Steel Devils, with the remainder directed at other Devils onboard the ship or flying above it.
--[X] Then use an 8th level spell slot and Robes of Mysterious Conjuration to Summon 1d3 Huge-sized Greater Earth Elementals, directing them to attack any Devils which attempt to come through the ship's hatches. If more than one is Summoned, direct the additional Elementals to attack Steel Devils.

No effort to save the mage form the Rope Golems I guess? Let them pay the resurrection if she dies I suppose?
 
DP already told us she can cast Dimension Door if necessary, and once we kill the Steel Devils she'll presumably be able to make the concentration check.

Why not take one/two of the double up'd agonising firebrands and but it/them on the golems? Be easier to get info if we go to the effort of trying to stop the golems by making them prone.
 
Why not take one/two of the double up'd agonising firebrands and but it/them on the golems? Be easier to get info if we go to the effort of trying to stop the golems by making them prone.
Because Siduri is in the same space, so unless you want fried tiefling mage along with mostly fried golems then that's a no-go.

Also, a few of us wanted to loot both golems. There's a spell for that that we've Blood Wished before.
 
Did some digging and found the spell.

Apparent Master(3.5E) – d20PFSRD
How many level 7 and 8 spells do we have? Because we need to reserve 2 for the golems
We have Versatile Spellcaster, we'll draw from our level 6 spells if necessary.

EDIT: Also, this spell is heavily in our favor.
If the construct's true master attempts to command a construct affected by apparent master, you must win an opposed Charisma check for the construct to continue to follow your commands.
No way in Hell whoever this is can beat us in Charisma checks.
 
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--[X] Then use an 8th level spell slot and Robes of Mysterious Conjuration to Summon 1d3 Huge-sized Greater Earth Elementals, directing them to attack any Devils which attempt to come through the ship's hatches. If more than one is Summoned, direct the additional Elementals to attack Steel Devils.
Stop looking at the PF SM table.

Greater Elemental is a SM VIII summon and equivalent to PF's Elder. 1d3 Huge elementals work, as they are a SM VII summon,
-[X] Cast a Searing, Agonizing Firebrand as a Swift Action, using at least two Firebrand explosions per group of Steel Devils, with the remainder directed at other Devils onboard the ship or flying above it.
They can't be affected twice by the same brand. Just say "cover all Devils you can with firebrands, making sure to get all steel Devils".
 
Stop looking at the PF SM table.

Greater Elemental is a SM VIII summon and equivalent to PF's Elder. 1d3 Huge elementals work, as they are a SM VII summon,

They can't be affected twice by the same brand. Just say "cover all Devils you can with firebrands, making sure to get all steel Devils".
Keep forgetting the little changes between D&D and Pathfinder. Will fix.

Didn't mean for the Firebrands to be doubled up on the same spot, just to strike at least two different Steel Devils in each group, in order to soften them up and to reduce the interference with spellcasting. Will clarify.
 
Did some digging and found the spell.

Apparent Master(3.5E) – d20PFSRD

We have Versatile Spellcaster, we'll draw from our level 6 spells if necessary.

EDIT: Also, this spell is heavily in our favor.

No way in Hell whoever this is can beat us in Charisma checks.
No need to Blood Wish this. When we used it to snag the Iron Golems, we didn't even have 7th level spells yet. This is an Enchantment spell, which we can use Greater Shadow Enchantment to duplicate.

The only spells we should be low on are 7th level. We've only used one 8th level spell, two or three 6th level and 5th level spells, and a few lower level spells. Even without having rested, we're not even close to running low.
 
Keep forgetting the little changes between D&D and Pathfinder. Will fix.

Didn't mean for the Firebrands to be doubled up on the same spot, just to strike at least two different Steel Devils in each group, in order to soften them up and to reduce the interference with spellcasting. Will clarify.
Just hit all of them. Each firebrand can hit up to 4 targets, and they are clustered together in convinient pockets of 8.

Shouldn't be hard to hit virtually all of them with a 280ft range and 18 brands.

On summons: Huge Elementals should be instructed to always use Awesome Blow.

On that note, why not 1d3 Bone Devils, which can seal off hatches and perhaps even disable turrets besides being handy in a fight.
 
On that note, why not 1d3 Bone Devils, which can seal off hatches and perhaps even disable turrets besides being handy in a fight.
Personally I'd like for Viserys to not summon fiends in fights. DP fluffs those summons as having effects on alignment, and I'd just like to sidestep that whole mess entirely. Viserys isn't immune to alignment changes like Lya is.

EDIT: And this is less of an avoiding IC consequences sort of thing (though that's definitely a major factor) and more that I don't want the absolute shit storm of another alignment war OOC.
 
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Personally I'd like for Viserys to not summon fiends in fights. DP fluffs those summons as having effects on alignment, and I'd just like to sidestep that whole mess entirely. Viserys isn't immune to alignment changes like Lya is.

EDIT: And this is less of an avoiding IC consequences sort of thing (though that's definitely a major factor) and more that I don't want the absolute shit storm of another alignment war OOC.

Ya know what, even if I didn't agree that such is not worth the bother OOC discussion, I'm confident that summoning fiends will give these current allies the wrong Idea of what we're about. I'm sure some huge ass elementals will do well.

Also, @Goldfish, unless you think that the agonising firebrand will kill the golems, maybe ask DP if we can hit one or both golems without hitting the mage?

Either way, perhaps add a bit "if reasonable with regard to circumstances, Greater shadow enchantment a golem if reasonable"

Then, next round, we might as well take a move + standard action (summon elementals that can enter the ship or help in our next goal) and use the swift action to take out the other one.

Unless we have more fiends to take down. Imo, we should see about getting a combat metaspell feat, even if only to work with arcane spellsurge.

Due to our class, maximize spell is out, unless we Retrain it in... 4 more levels.

Was thinking about chain spell. How would Manyjaws - Therafim RPG work with it? Ten jaws per target is pretty cool. Or chained orb of force.

Also, chained targeted (greater?) Dispel magic and chained soundlance seems nice, but the second spell is probably superseded by other attacks at that spell level. Though is is more precise than firebrand.
 
Ya know what, even if I didn't agree that such is not worth the bother OOC discussion, I'm confident that summoning fiends will give these current allies the wrong Idea of what we're about. I'm sure some huge ass elementals will do well.

Also, @Goldfish, unless you think that the agonising firebrand will kill the golems, maybe ask DP if we can hit one or both golems without hitting the mage?

Either way, perhaps add a bit "if reasonable with regard to circumstances, Greater shadow enchantment a golem if reasonable"

Then, next round, we might as well take a move + standard action (summon elementals that can enter the ship or help in our next goal) and use the swift action to take out the other one.

Unless we have more fiends to take down. Imo, we should see about getting a combat metaspell feat, even if only to work with arcane spellsurge.

Due to our class, maximize spell is out, unless we Retrain it in... 4 more levels.

Was thinking about chain spell. How would Manyjaws - Therafim RPG work with it? Ten jaws per target is pretty cool. Or chained orb of force.

Also, chained targeted (greater?) Dispel magic and chained soundlance seems nice, but the second spell is probably superseded by other attacks at that spell level. Though is is more precise than firebrand.

Energy Substitution would work better, it's +0 so we could spam it easily and it has synergy with our fire focus.
 
Just hit all of them. Each firebrand can hit up to 4 targets, and they are clustered together in convinient pockets of 8.

Shouldn't be hard to hit virtually all of them with a 280ft range and 18 brands.

On summons: Huge Elementals should be instructed to always use Awesome Blow.

On that note, why not 1d3 Bone Devils, which can seal off hatches and perhaps even disable turrets besides being handy in a fight.
Plan updated again. Keeping the Elementals, though, because they are big, powerful, and monstrously heavy, and I don't like the idea of Summoning Devil's here. Seems like it might not be the best time to use Devils.
 
We need votez
Adhoc vote count started by egoo on Sep 7, 2018 at 10:49 PM, finished with 224457 posts and 6 votes.

  • [X] Kill all the Steel Devils
    [X] Plan Devil Pruning
    -[X] Cast a Searing, Agonizing Firebrand as a Swift Action, targeting as many Steel Devils as possible.
    --[X] Then use an 8th level spell slot and Robes of Mysterious Conjuration to Summon 1d3 Huge Earth Elementals, directing them to use Awesome Blow to attack any Devils which attempt to come through the ship's hatches. If more than one is Summoned, direct the additional Elementals to attack stray Devils.
 
Ya know what, even if I didn't agree that such is not worth the bother OOC discussion, I'm confident that summoning fiends will give these current allies the wrong Idea of what we're about. I'm sure some huge ass elementals will do well.

Also, @Goldfish, unless you think that the agonising firebrand will kill the golems, maybe ask DP if we can hit one or both golems without hitting the mage?

Either way, perhaps add a bit "if reasonable with regard to circumstances, Greater shadow enchantment a golem if reasonable"

Then, next round, we might as well take a move + standard action (summon elementals that can enter the ship or help in our next goal) and use the swift action to take out the other one.

Unless we have more fiends to take down. Imo, we should see about getting a combat metaspell feat, even if only to work with arcane spellsurge.

Due to our class, maximize spell is out, unless we Retrain it in... 4 more levels.

Was thinking about chain spell. How would Manyjaws - Therafim RPG work with it? Ten jaws per target is pretty cool. Or chained orb of force.

Also, chained targeted (greater?) Dispel magic and chained soundlance seems nice, but the second spell is probably superseded by other attacks at that spell level. Though is is more precise than firebrand.
I'd rather not accidentally vaporize our ally with Super Fire.

DP has already said she can Dimension Door away from the Golems. If we kill the Steel Devils, there won't even be any interference with spellcasting.
 
By the way, since we're in the Plane of Fire, don't we get free metamagic for our fire spells? I remember something about that the first time we visited.

Something about free Enlarged fire spells?
 
By the way, since we're in the Plane of Fire, don't we get free metamagic for our fire spells? I remember something about that the first time we visited.

Something about free Enlarged fire spells?

Enhanced magic. Spells and spell-like abilities with the fire descriptor are both maximized and enlarged (as if the Maximize Spell and Enlarge Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already maximized or enlarged are unaffected by this benefit.
 
Enhanced magic. Spells and spell-like abilities with the fire descriptor are both maximized and enlarged (as if the Maximize Spell and Enlarge Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already maximized or enlarged are unaffected by this benefit.
Maximized Enlarged Searing Agonizing Firebrand is going to be brutal.

I'm looking forward to this.
 
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